Staredit Network > Forums > Technology & Computers > Topic: Code to solve bounds
Code to solve bounds
May 1 2017, 4:35 pm
By: Apos  

May 22 2017, 5:48 am Apos Post #21

I order you to forgive yourself!

I rewrote my code using OpenCL. What I have right now is very badly written and not optimized at all yet it's running leagues faster.

Edit: While using the GPU runs really fast, I feel like this way of solving bounds is still too slow. I'm currently working on a different way to solve this problem. For my game there could be levels that take more than 12 seconds to beat. That would be really expensive to solve. Also while the current solution is pixel perfect, the new thing I have in mind will be real space perfect, and it should be relatively instant to compute a solution.

Post has been edited 1 time(s), last time on May 24 2017, 5:07 pm by Apos.




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[07:46 am]
RIVE -- :wob:
[2024-4-22. : 6:48 pm]
Ultraviolet -- :wob:
[2024-4-21. : 1:32 pm]
Oh_Man -- I will
[2024-4-20. : 11:29 pm]
Zoan -- Oh_Man
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[2024-4-20. : 8:20 pm]
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[2024-4-20. : 8:20 pm]
Ultraviolet -- Oh wait, no I saw something else. It was more melee style, and guys were doing warpgate shit and morphing lings into banelings (Infested terran graphics)
[2024-4-20. : 8:18 pm]
Ultraviolet -- Oh_Man
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oh ya I saw that when Armo posted it on Discord, pretty crazy
[2024-4-20. : 8:09 pm]
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[2024-4-20. : 8:09 pm]
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[2024-4-20. : 8:08 pm]
Vrael -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
so that gives me approximately 27 more years to finish tenebrous before you get to it?
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